Document Fullscreen vs Exclusive Fullscreen window mode for integer scaling

This commit is contained in:
Hugo Locurcio
2023-12-09 14:09:57 +01:00
parent 6eba1c1b24
commit 06060434ed
2 changed files with 28 additions and 0 deletions

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@@ -98,6 +98,18 @@ games, will usually not exhibit this problem anyway).
For fullscreen, Windows gives special priority to the game so stutter is no
longer visible and very rare. This is how most games are played.
.. tip::
Games should use the **Exclusive Fullscreen** window mode, as opposed to
**Fullscreen** which is designed to prevent Windows from automatically
treating the window as if it was exclusive fullscreen.
**Fullscreen** is meant to be used by GUI applications that want to use
per-pixel transparency without a risk of having it disabled by the OS. It
achieves this by leaving a 1-pixel line at the bottom of the screen. By
contrast, **Exclusive Fullscreen** uses the actual screen size and allows
Windows to reduce jitter and input lag for fullscreen games.
Linux
^^^^^

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@@ -328,6 +328,22 @@ that have a pixel art UI, so that the visible area in the 3D viewport doesn't
reduce in size (which occurs when using ``canvas_items`` or ``viewport`` stretch
mode with the ``integer`` scale mode).
.. tip::
Games should use the **Exclusive Fullscreen** window mode, as opposed to
**Fullscreen** which is designed to prevent Windows from automatically
treating the window as if it was exclusive fullscreen.
**Fullscreen** is meant to be used by GUI applications that want to use
per-pixel transparency without a risk of having it disabled by the OS. It
achieves this by leaving a 1-pixel line at the bottom of the screen. By
contrast, **Exclusive Fullscreen** uses the actual screen size and allows
Windows to reduce jitter and input lag for fullscreen games.
When using integer scaling, this is particularly important as the 1-pixel
height reduction from the **Fullscreen** mode can cause integer scaling to
use a smaller scale factor than expected.
Common use case scenarios
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